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General Tabletop Discussion
*TTRPGs General
Do we want one dominant game, and why?
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<blockquote data-quote="Ariosto" data-source="post: 5251059" data-attributes="member: 80487"><p>So, D&D, Boot Hill, Gamma World, Top Secret, Star Frontiers, Gangbusters, Marvel Super Heroes and Conan; Tunnels & Trolls, The Fantasy Trip and DragonQuest; Starships & Spacemen, Traveller and Universe; RuneQuest, Call of Cthulhu, Elf Quest, Hawkmoon, Ringworld, Stormbringer, and Super World; Villains & Vigilantes and Champions and Golden Heroes; Chill and Time Master ...</p><p></p><p>Those don't count?</p><p></p><p>The basic notion of "competing as entry-level products" may be a problem here. Not one of the above had a "Must Be <em>Less Than</em> This Tall to Ride" sign! All were meant to be useful to fairly imaginative, intelligent and literate game-players with no previous RPG experience.</p><p></p><p>The very first edition of D&D came out when there was no such experience to be had except among its play-testers! It was in itself the definition of "RPG", the phenomenon for reference to which the term was (in this hobby-game context) adopted.</p><p></p><p>Along with some others, not listed above, the original D&D set assumed basic acquaintance with the conventions of hobby games, which were at that time mainly wargames. Later editions, from Holmes through Moldvay and on to Mentzer, progressively reduced that reliance.</p><p></p><p>Each of the games in the long list above has served as someone's introduction to the hobby. Each has also been enjoyed by FRPers with much previous experience with other games. Indeed, it has in my experience been typical for a gamer to play and purchase several games.</p><p></p><p>It seemed rather less likely, in the 1980s, that one who started with a TSR game would venture beyond the TSR brand. If that has become, in the age of WotC publishing but a solitary game of FRP, a reluctance among those starting with D&D ever to try <em>anything</em> else, then I consider that not exactly a good thing!</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5251059, member: 80487"] So, D&D, Boot Hill, Gamma World, Top Secret, Star Frontiers, Gangbusters, Marvel Super Heroes and Conan; Tunnels & Trolls, The Fantasy Trip and DragonQuest; Starships & Spacemen, Traveller and Universe; RuneQuest, Call of Cthulhu, Elf Quest, Hawkmoon, Ringworld, Stormbringer, and Super World; Villains & Vigilantes and Champions and Golden Heroes; Chill and Time Master ... Those don't count? The basic notion of "competing as entry-level products" may be a problem here. Not one of the above had a "Must Be [i]Less Than[/i] This Tall to Ride" sign! All were meant to be useful to fairly imaginative, intelligent and literate game-players with no previous RPG experience. The very first edition of D&D came out when there was no such experience to be had except among its play-testers! It was in itself the definition of "RPG", the phenomenon for reference to which the term was (in this hobby-game context) adopted. Along with some others, not listed above, the original D&D set assumed basic acquaintance with the conventions of hobby games, which were at that time mainly wargames. Later editions, from Holmes through Moldvay and on to Mentzer, progressively reduced that reliance. Each of the games in the long list above has served as someone's introduction to the hobby. Each has also been enjoyed by FRPers with much previous experience with other games. Indeed, it has in my experience been typical for a gamer to play and purchase several games. It seemed rather less likely, in the 1980s, that one who started with a TSR game would venture beyond the TSR brand. If that has become, in the age of WotC publishing but a solitary game of FRP, a reluctance among those starting with D&D ever to try [i]anything[/i] else, then I consider that not exactly a good thing! [/QUOTE]
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Do we want one dominant game, and why?
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